<?xml version="1.0" encoding="UTF-8"?>
<system>
  <header>
    <name>Warhamer 40k 5th Edition Global/Universal Rules and Settings</name>
    <version>1</version>
    <author>Richyp,ImJasonH</author>
    <image>Data/Game System/Warhammer 40k/logo.gif</image>
  </header>
  <conditions>
    <condition>
      <categoryName>1.HQ</categoryName>
      <minimum>1</minimum>
      <maximum>3</maximum>
    </condition>
    <condition>
      <categoryName>2.Troop</categoryName>
      <minimum>2</minimum>
      <maximum>6</maximum>
    </condition>
    <condition>
      <categoryName>3.Elite</categoryName>
      <minimum>0</minimum>
      <maximum>3</maximum>
    </condition>
    <condition>
      <categoryName>4.Fast Attack</categoryName>
      <minimum>0</minimum>
      <maximum>3</maximum>
    </condition>
    <condition>
      <categoryName>5.Heavy Support</categoryName>
      <minimum>0</minimum>
      <maximum>3</maximum>
    </condition>
  </conditions>
  <wargear>
    <item>
      <id>1000000</id>
      <name>Counter-attack</name>
      <description>When the unit with this rule is assaulted by the enemy it must take a Leadership test.  If the test is successful, all models in the unit get the +1 Attack bonus, exactly as if they too had assaulted that turn.</description>
    </item>
    <item>
      <id>1000001</id>
      <name>Eternal Warrior</name>
      <description>The model is immune to the effects of Instant Death.</description>
    </item>
    <item>
      <id>1000002</id>
      <name>Fearless</name>
      <description>Fearless troops automatically pass all Morale and Pinning tests, and will never fall back.</description>
    </item>
    <item>
      <id>1000003</id>
      <name>Feel No Pain</name>
      <description>If a model with this ability suffers an unsaved wound, on a 4+ the injury is ignored.  This ability cannot be used against weapons that inflict Instant Death, wounds from AP 1 and AP 2 weapons, power weapons, and any other wound against which no armour save can ever be taken (e.g., Rending weapons that roll a 6, etc.).</description>
    </item>
    <item>
      <id>1000004</id>
      <name>Fleet</name>
      <description>A unit with this rule may assault in the same turn in which it has Run.</description>
    </item>
    <item>
      <id>1000005</id>
      <name>Furious Charge</name>
      <description>In a turn in which this unit assaulted into combat they add +1 to both their Initiative and Strength when attacking in close combat.</description>
    </item>
    <item>
      <id>1000006</id>
      <name>Hit and Run</name>
      <description>The unit using the hit and run ability must take an Initiative test to choose to leave close combat at the end of the Assault Phase.  If the test is passed, the unit breaks from combat and immediately moves up to 3D6" in a straight line in any direction, ignoring the unit in which they were locked.</description>
    </item>
    <item>
      <id>1000007</id>
      <name>Infiltrate</name>
      <description>Units with this special rule are deployed last, after all units (friend or foe).  Infiltrators may be set up anywhere more than 12" from any enemy unit, as long as no deployed enemy unit can draw a line of sight to them.  Infiltrate also confers a special outflank move to units of Infiltrators that are kept in reserve.</description>
    </item>
    <item>
      <id>1000008</id>
      <name>Move Through Cover</name>
      <description>Units with this rule roll an extra D6 when rolling to move through difficult terrain.</description>
    </item>
    <item>
      <id>1000009</id>
      <name>Night Vision / Acute Senses</name>
      <description>When the Night Fighting mission special rule is in use, models with this rule may choose to re-roll the test to determine how far they can see.</description>
    </item>
    <item>
      <id>1000010</id>
      <name>Preferred Enemy</name>
      <description>Models with this rule can always re-roll their rolls to hit in close combat against their preferred enemy.</description>
    </item>
    <item>
      <id>1000011</id>
      <name>Rage</name>
      <description>In the Movement phase, units subject to rage must always move as fast as possible toward the closest visible enemy.  If they Run, they must Run toward the closest visible enemy, and must always consolidate toward the closest visible enemy.</description>
    </item>
    <item>
      <id>1000012</id>
      <name>Relentless</name>
      <description>Relentless models can shoot with rapid fire and heavy weapons counting as stationary.</description>
    </item>
    <item>
      <id>1000013</id>
      <name>Scouts</name>
      <description>After both sides have deployed (including Infiltrators), Scouts may make a normal move.  During this move, Scouts must remain more than 12" from the enemy.</description>
    </item>
    <item>
      <id>1000014</id>
      <name>Skilled Rider</name>
      <description>Models may re-roll the dice for failed dangerous terrain tests as long as its unit type is Bike or Cavalry.</description>
    </item>
    <item>
      <id>1000015</id>
      <name>Slow and Purposeful</name>
      <description>Models with this special rule can shoot with rapid fire and heavy weapons counting as stationary, but always count as moving through difficult terrain.</description>
    </item>
    <item>
      <id>1000016</id>
      <name>Stealth</name>
      <description>All of the unit's cover saves are improved by +1</description>
    </item>
    <item>
      <id>1000017</id>
      <name>Stubborn</name>
      <description>When taking Morale tests, Stubborn units always ignore any negative Leadership modifiers.</description>
    </item>
    <item>
      <id>1000018</id>
      <name>Swarms</name>
      <description>All swarms have the Stealth and Vulnerable to Blasts/Templates special rules.  Intervening swarms never offer any cover save to monstrous creatures or vehicles.</description>
    </item>
    <item>
      <id>1000019</id>
      <name>Tank Hunters</name>
      <description>Tank Hunters add +1 to their Armour Penetration rolls whenever they hit a vehicle.  They automatically pass Morale checks caused by Tank Shock.</description>
    </item>
    <item>
      <id>1000020</id>
      <name>Turbo-Boosters</name>
      <description>When using Turbo-boosters, units may move up to 24" in the Movement phase, but may not move through difficult terrain, shoot, assault, or execute any other voluntary action in the same turn.  In the following enemy Shooting phase, the unit benefits from a 3+ cover save.  Turbo-boosting units must end its move at least 18" away form its starting point.</description>
    </item>
    <item>
      <id>1000021</id>
      <name>Vulnerable to Blasts / Templates</name>
      <description>If the unit is a vehicle, then each hit counts as two hits.  If it is not a vehicle, each unsaved wound counts as two wounds.</description>
    </item>
    <item>
      <id>1000022</id>
      <name>Psyker</name>
      <description>Psyker</description>      
    </item>
    <item>
      <id>1000023</id>
      <name>Independant Character</name>
      <description>Independant Character</description>
    </item>
  </wargear>
</system>